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DM Resources

How To Use Prophecy And Divination To Tell The Story

Ash nazg durbatulûk, ash nazg gimbatul,
ash nazg thrakatulûk, agh burzum-ishi krimpatul.

One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.

– J.R.R. Tolkien, The Lord of the Rings

With these lines a quest was born unlike any known before or since.

Developing a prophecy or using divination to assist in the story telling of your campaign can be as simple as two lines or as complex as you want it to be. Of course you’ll need an overarching quest to tie everything to, the prophecy simply provides motivation or guidance to your players. The prophecy can be a detailed guide to the adventure or a mysterious code that provides occasional direction.

This week at Dungeon’s Master we’ve been discussing aid from divine and otherworldly sources in detail. Ameron started the discussion off with Divinations – Is Some Magic Just Too Powerful for PCs and then continued with a piece on Divine Intervention.  The discussion was continued by Callin and his post at Big Ball of No FunHow to Handle Divinations.  In other words there has been no shortage or articles about divination in the 4e blog community this week. I would also encourage people to read Prophecy Points as a Reward for Roleplaying from The Big Red Box Blog.

I felt it was only appropriate that we cap the week off with an article not about reacting to the use of divinations in game by players, but to the active use of divination and prophecy by the DM as a storytelling tool.

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DM Resources

How Much Input Should Players Have On The Campaign?

Different DMs embrace different ideas about how much input their players have on the campaign where some DMs run a sandbox campaign, other than major NPCs everything that happens in the game is left to the whim of the players. Others have a more restrictive idea about how much input players should have. Some do not allow player input at all, preferring to run modules or use adventures published through LFR.

The level of player involvement is usually determined before the campaign begins. The DM gives a rough idea of what the players can expect of the campaign. My normal practice is to provide my players with an overview of the start of the campaign and the central theme. This allows them to create characters that are appropriate. It doesn’t make too much sense for a player to create an urban Ranger for a game that is going to take place 90% of the time in the Underdark.

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DM Resources

Using Player Behaviour To Influence Your Encounter Design

Does your archer always shoot an arrow at the enemy furthest away thinking that monster is the leader? Does your defender always attack the first monster he sees? Do your players constantly scan the battle map for hidden pit traps? Have you noticed that your players always use the same powers in the same order during every combat?

If you’ve answered yes to one of these questions or questions just like them then you have an incredible opportunity before you. Your players have presented you with the opportunity to design encounters based on their expectations and behaviour. As a DM you are about to have a great deal of fun designing and executing these encounters.

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DM Resources

Designing Encounters That Can’t Be Beat (Part 2)

Sometimes we want to challenge our players. Other times we want create an interesting story element. Occasionally, we even want to try to kill our players’ characters, though this occurrence is a rarity. No matter the reason, sometimes we simply need to design an encounter that can’t be beat. In Designing Encounters That Can’t Be Beat (Part 1) we discussed the questions surrounding why a DM would decide to create an encounter that his players couldn’t defeat. The reasons range from story driven motivations to simply wanting to challenge your players.

Today we take a closer look at how to design this type of encounter. How to implement and describe the encounter so that you get the desired effect. At the end of the day you can never predict player behaviour, they will always do the one thing you never expected, but you can plan for them.

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DM Resources

Designing Encounters That Can’t Be Beat (Part 1)

Rarely should the DM intentionally design an encounters that can’t be beat. However, there are times when the DM finds it necessary. I am not stating that all encounters should be designed as a player killers or deliberate total party kill encounters. Nor am I talking about introducing a villain that the characters will fight in ten levels, only to have them attack him at first level. This series explores the reasons behind why the DM might feels it’s necessary to design an encounter that can’t be beat and how to pull it off.

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DM Resources Editorial

My Love Affair With Minions

It started innocently enough. At first just one and then another. Before I knew it minions had invaded my encounters. It was so easy to just add one more. I’ve considered counselling to help me deal with my problem. The last encounter I ran my players through had 23 minions in it. I’m afraid I’ve gone too far. I’m not sure I can reconcile my love affair with minions.

I worry my players may hold the excess amount of minions they face against me. That they may grow bored with encounters as they realize that they have less and less cause to roll damage dice. Worse, I fear they all may recreate their characters and come back as controllers.

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Eberron

The Living Spells of Eberron

Glitterfire (Living Spell)The Mournland is one of the great mysteries of the Eberron campaign setting. It was created by some arcane accident that will never be explained. One of its more intriguing elements are the living spells that now haunt the land. Representing the spells being cast at the time of the Mourning, these spells gained some semblance of sentience and attack when the opportunity is presented.

Eberron is the campaign setting that the Dungeon’s Master team uses for our home game. During a recent stint of encounters the party was investigating strange disturbances that mirrored the effects of the Mournland. In an attempt to keep the party off balance and provide them with a new challenge, some some new Living Spells were created.

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Player Resources

Six Items Every Adventurer Should Have

As an adventurer you discover all kinds of interesting items. Some of the items are mundane and others magical. The most obvious items are your weapon and armour. As you advance, your helm, glove, boots and cloak are all replaced by magical items that you have discovered. Eventually a point of saturation is reached and the only way to increase your power level is by gaining the next version of your current item. Advancing your magic weapon from +1 to +2 and so forth.

As your character advances in level wealth continues to accumulate and there is the ability to find or purchase additional magic items. Many of these items are consumables, but are still worth obtaining. I am a fan of items that require healing surges to power them. Especially for those defenders who have more healing surges than they could ever likely spend during the normal course of adventuring.

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Adventure Hooks DM Resources

Adventure Hook: The Mercenary Company

Did your adventuring company meet in a tavern? Perhaps they were recruited by a wise old wizard who needed help clearing out a pesky band of goblins? Of course there is always the village in need of rescue and the PCs just happen to be the only able bodied individuals around. Finally, the PCs might be the heirs of old adventurers destined for greater things.

Regardless of the initial start to your campaign your players will require a long term reason for why they continue to adventure together. Often adventuring parties are composed of personalities that have no real reason to remain together. That is where a Mercenary Company can provide the required glue to keep your adventurers together. Wizards of the Coast recently featured two different mercenary companies, Queen Filfaeril’s Blades and The Last Legion (DDI subscription required). Mercenary Companies allow you to keep the party involved with a long term campaign goal, while still providing other secondary adventures.

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DM Resources

How To Use Traps To Make Combat More Intense

<click>

Paladin – What was that?

Rogue – Sounds like you stepped on a pressure plate.

Paladin – I thought you were keeping an eye out for traps?

Rogue – So I missed one.

Paladin – Is that supposed to make me feel more comfortable about the situation?

Rogue – Honestly, how did you get this far in life? Hold still, let me look… I said hold still, stop with the squirming.

<clank … clank … clank>

Paladin / Rogue – What was that?

Cleric – I have a bad feeling about this.